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[[File:9plots.png|thumb|A starting kingdom of 9 empty plots.]]
A kingdom initially consists of 9 plots arranged in a 3 by 3 grid. The player plays [[cards]] by dragging them onto plots. During the course of a [[run]], the player can unlock up to 16 additional outer plots for a total of 25 plots in a 5 by 5 grid.
A kingdom initially consists of 9 plots arranged in a 3 by 3 grid. The player plays [[cards]] by dragging them onto plots. During the course of a [[run]], the player can unlock up to 16 additional outer plots for a total of 25 plots in a 5 by 5 grid.


Playing base, troop, building, and tower cards on empty plots activates them in your kingdom. Playing these cards on a plot occupied by a card of the same type upgrades that card. Playing a tome card on an occupied plot activates the tome card's effect. Playing an enchantment card on a plot occupied by a troop applies a bonus effect to the troop; this effect stacks if the same enchantment is played on the troop multiple times.
Playing [[Cards#Base|Base]], [[Cards#Troops|Troop]], [[Cards#Buildings|Building]], and [[Cards#Towers|Tower]] cards on empty plots activates them in your kingdom. Playing these cards on a plot occupied by a card of the same type upgrades that card. Playing a [[Cards#Tomes|Tome]] card on an occupied plot activates the tome card's effect. Playing an [[Cards#Enchantments|Enchantment]] card on a plot occupied by a [[Cards#Troops|Troop]] applies a bonus effect to the troop; this effect stacks if the same enchantment is played on the troop multiple times.


The Expansionist and Pollinator [[perks]] can unlock additional starting plots. On days 12, 19, and 27 of a run, the player can expand to an additional outer plot. The Exploration and Wilderness [[Royal Council|royal decrees]] unlock additional empty plots. After the final battle on day 33, if a player continues a run in endless mode, they can use the tower to enter expansion mode and buy empty plots for 30 Gold each.
[[File:25plots.png|thumb|A kingdom with all 25 plots unlocked.]]
The Expansionist and Pollinator [[perks]] can unlock additional starting plots. On days 12, 19, and 27 of a run, [[events#The Tower|The Tower]] event lets the player expand to an additional outer plot. The [[Royal Council#Exploration|Exploration]] and [[Royal Council#Wilderness|Wilderness]] royal decrees unlock additional empty plots. The player can use the [[Cards#List of Cards|Earthworks]] card on a plot with a card on it to expand up to 2 adjacent plots. In [[Run#Endless_Mode|Endless Mode]], [[events#The Tower|The Tower]] appears permanently and the player can use it to enter expansion mode and buy empty plots for 30 Gold each.

Latest revision as of 17:38, 4 December 2025

A starting kingdom of 9 empty plots.

A kingdom initially consists of 9 plots arranged in a 3 by 3 grid. The player plays cards by dragging them onto plots. During the course of a run, the player can unlock up to 16 additional outer plots for a total of 25 plots in a 5 by 5 grid.

Playing Base, Troop, Building, and Tower cards on empty plots activates them in your kingdom. Playing these cards on a plot occupied by a card of the same type upgrades that card. Playing a Tome card on an occupied plot activates the tome card's effect. Playing an Enchantment card on a plot occupied by a Troop applies a bonus effect to the troop; this effect stacks if the same enchantment is played on the troop multiple times.

A kingdom with all 25 plots unlocked.

The Expansionist and Pollinator perks can unlock additional starting plots. On days 12, 19, and 27 of a run, The Tower event lets the player expand to an additional outer plot. The Exploration and Wilderness royal decrees unlock additional empty plots. The player can use the Earthworks card on a plot with a card on it to expand up to 2 adjacent plots. In Endless Mode, The Tower appears permanently and the player can use it to enter expansion mode and buy empty plots for 30 Gold each.